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I know you want a PrC, but at the moment I can't think of any. Besides, just take one level in bard or sorcerer and you can become one. I'd say that even with the low hit points you'd gain by multiclassing into the sorcerer your health will still be high in the end and your abilities with the Dragon Disciple will certainly make up for it. It would probably be easier just multiclassing into it, but if I find a PrC later, I will post it back to you.

Sir Smashes Alot


I see what you mean by how many dragons there are, and it eventually gets old...though the name of the game has it in it-ironic huh? Still there are limits aye? Anyway, I really don't care what kind of enemy the BBEG is...the campaign I have has to do with only Yuan-ti, the BBEG of my friends campaign at one point was a giant kobold who stumbled upon an evil shard of power, then just recently we fought a huge dragon that was really tough but we had fun staying up until 7:00 in the morning to kill it. So, although they are overused, I still like them. I really don't have a problem with any BBEG, as long as it isn't some psuedo-natural baby...ugh! Gold dragons should be the new red if you ask me...

Sir Smashes Alot


Try this one on for size...

Hellish Link
(Evocation)
Lvl: 9
Cast Time: Standard Action
Duration: 1 round/lvl
Target: Any # of targets within 60 ft. of each other
Range: Long, 250ft. +10ft./lvl
Verbal, somatic, & material components (big spell)
Save: Fort partial
Spell resistance: Yes

The targets seem to pull just a little towards each other as you finish this spell, and they start taking on little details of the other ones it was cast upon.

There is no save for the spell. Whenever one of the opponents takes a damage, the others must make a fortitude save or take that damage also. If a spell was to hit more then one of them at the same time(such as a fireball), the damage does not affect the hit ones more then once, but the damage does hurt the ones not hit by it if they fail their Fort saves. They also take the highest damage done(incase some of them manage to dodge the fireball). To exit the area of the link, it requires a fortitude save.

Now there are probably balance issues in there, and those could be easily fixed. Infact that could probably be made into an epic spell, but it seems to be a great spell for a caster of your types. It probably wouldn't hurt to bring the area to withink 30ft. of eachother, or if you didn't do that, change the casting time into a full round action. But that spell could be a huge help to you.

Sir Smashes Alot


There is a rather good DoT spell in the Spell Compendium known as Inferno or so I think that is what it is called. Either way it's a great spell that my druid uses, even more so against fire vulnerable creatures. It requires a reflex save, if they succeed they take half of 6d6 I think, and if they fail they take 6d6 fire, the next turn 5d6, then 4d6, then 3d6, and so on. They don't make continual reflexes, it all depends on the first save (I think) and it is divine and perhaps arcane, I don't have the book with me for the specifics, but that is one great DoT spell if I've ever seen one. Oh, and if you do make your own class, try using necromancy, that just seems to fit but I think already know that. Make sure to post it please.

Sir Smashes Alot


I usually don't say DnD words any differently then my friends, but we could be mispronouncing. Anyway, here are a few that might be mispronounced often enough.

Lich:(L-itch) I couldn't think of calling it a Leak "O.k. so you cleave the Leak in half, now time to put them in the stew...make sure to let them boil for a while."

Couatl:(Co-uh-tool) One of the monsters in Monster Manual I, it's a pretty strong creature, and my friends and I have always pronounced it as what was typed above.

Svirfneblin:(Ss-vir-neb-lin) I'm not completley sure how to pronounce it, but it is a sub-race gnome from the MM, and it is basically the deep gnomes/underground like race of it.

Scimitar: (Sim-a-tar) I know this seems like a dumb one, but I know so many people who say skim-a-tar, and it annoys the heck out of me.

Githyanki: (Gith-Yank-E) A rather famous monster from the MM.

Githzerai: (Gith-Z-R-A) This one I'm not sure about when it comes to pronunciation but it's the other famous monster from the MM, who inevitably must fight the Githyankis.

Formian: (Form-E-N) Ant like creatures from the MM, not too hard to pronounce.

Ettercap: (Et-err-cap) Weird aberration in the MM, not a very tough creature but can be used to make some big baddies, especially with their web attack, and poison.

Drow: (Dr-oww) I'm pretty sure no one here mispronounces this, but I know some one of pronounces it Dr-O, and it sounds kind of stupid when I heard it said like that.

Duergar: (Dur-gur) I may be mispronouncing it, but either way the same person in my class pronouncing Drow wrongly, mispronounces this all the same, sigh*

Lemure: (Lem-yer) The weakest devil out there, and one of my personal favorites! Hehehe, little goo monster...

Nalfeshnee: (Nal-fesh-knee) A rather strong demon.

Marilith: (Mar-ill-ith) Other then the Balor, the toughest demon out there.

Bebilith: (Beb-ill-ith) One of my favorite demons, rather strong, and really cool looking.

I'm sure there are more out there, but that is how I say these and what'not. I hope this will spark up some conversations, maybe about how everyone says them, anyway, that's all I have at the time.

Sir Smashes Alot


I've decided my class/PrC selections(Eric the Cleric posted this above, and I thought it was a really great build):
Wizard 6, Fighter 1, Spell Sword 1, Abjurant Champion 5, Eldritch Knight 7

With a full set of attacks, and 9th lvl spells, you really can't go wrong. Now I just need to know what kind of spells I should get to enhance my parties(and my) abilities in melee. Bulls Strength Mass and what'not are a must, but what others can really improve my group. I'm also trying to be a little protective against spells and other creatures because, as usual, there will be no healer in the group. Battle control spells are also a must(especially time stop), and I will be getting a few feats like Craft Magic Weapons so I can create that +5 kick @$$ Great Sword. So, what spells/feats do you guys have in mind for a caster like that?

P.S: Thanks for the correction on the Gish problem Eric, and I don't have the PHBII so I don't know what the dusk blade is a whole, but it sounds like a damage dealing fighter.

Sir Smashes Alot


I've been trying to decide what class to play as in the upcoming Savage Tides campaign my gaming group is about to play. It has come down between the Spell Thief in the Complete Adventurer, and some form of an up close, melee Gish(I believe that is the correct term) caster. I already know if I do that, then Abjurant Champion is a pretty sure must have PrC. But then what?

I've never played a gish before so I'm not sure what the best combination is, should I try the Rage Mage, the Spell Sword, or some other combination? I would like to be an actual able bodied melee character with some helpful spells on the side. I will probably start out as a barbarian or a fighter, and I will be a human...but aside from that, and the Abjurant Champion I am lost in a sea of possibilities. Oh, and is it just me or does the Spell sword seem a little underpowered, or has anyone played it and knows it isn't?

Basically I need to know:
Who has played a Spell Thief and what do you think about it.
How I can best combine melee with casting spells.
Is the Spell Sword underpowered.
And everyones experiences with gishes and the above classes.

Thanks ahead of time everyone.

Sir Smashes Alot


They are inbred so it's close...


These ideas are cool if you ask me. The Javelin should have a +2 and the armor should be +3. They would both be pretty worth the cost and the armor will help when monsters try to grapple you or, eat you alive...because I'm a bit tired of swallow whole abilities. Those look like some nice items though.

How about this?
Ring of Roots
The ring looks like a big root wrapped around your finger. You may use it to cast entangling roots 3times/day. Spells needed: Entangling Roots. It shouldn't be that bad to make so probably a +1.

Sir Smashes Alot


Not to long ago a friend of mine asked me why a monk couldn't use punching daggers and add his punching damage to it. I thought about it, and I couldn't see what was wrong with the idea except it might overpower his damage at lvl 3 and whatnot. I just wanted to know if there is a rule against this or if anyone has had previous experience with the subject. It seems like it should do the damage, but I'm afraid of letting him use it at this lvl so at the moment I chose not to allow it. Does that sound fair or should I let him? Suggestions?

Sir Smashes Alot


I believe a good PrC to always take for any rogue would be the Invisible Blade (Complete Warrior). You just have to use kukris, daggers, or punching daggers to get all the bonuses. Not only does the Invisible Blade get full attack bonus, it also gets full sneak attack damage and can give you an easy way to actually get a sneak attack off without all the flanking and whatnot. All you have to do is feint, and when you get to 5th lvl in it, you get feint as I believe either a move action or a free action.

It's probably one of the best rogue PrC's out there. And if I'm not mistaken it also isn't really hard to get into, you just need a few feats and some other easy stuff to get so getting in isn't a problem at all.

Sir Smashes Alot


The aid another mechanic would work, and if they use the same bardic ability give it a +2 DC and if they use different bardic abilities at the same time just have both of them in effect. That seems about fair.

Sir Smashes Alot


R-type wrote:

Being an (in control of oneself) were-bat has become quite attractive. I always liked the character Evo from DV8.

I would have fangs, claws, great hearing, a cool nose, fur and flight!

One could wrap his or her beloved up in his or her wings and make love on the ground -and if there were light behind the two of you -you could recreate that scene from Titanic by having your beloved run their sweaty hand down the inside of your condensation damp wing membranes in a sexy manner.

…um, yes.

Wow...most interesting choice...most interesting indeed...

Sir Smashes Alot


Renmus wrote:
I would be a rouge so I could sneak everywhere like my character in DnD. A famous song sung by Sir Smash Alot makes it definate "Renmus adventure such a fun adventure doing lots of damage with a sneak attack..." you'll have to ask him to sing the rest

I don't think I will sing the rest...I'm still in the transition to bard, my preform vocalist really isn't that good at the moment. I can't wait until I can add 4 skill points into it!

Sir Smashes Alot


So...Wet T-shirt contest anyone?


My name may suggest me to be a very huge hack'n slasher but as odd as it may seem, I like role playing more. I probably should have picked a more civilized name, but you can't go wrong with a name like Sir Smashes Alot.

Sir Smashes Alot(The role-player)


I'm going to have to say that a good mix of the two is your best bet to running a good and successful campaign. And I'm not just saying that because I am going to be playing in this adventure you made. I'm afraid, however, that your shooting for a TPK. At least that's what it seems like. Anyhow a combination of the two is the best way, unless your party really likes any particular type. The last game I ran had a group who loved to fight and were only slightly on the role-playing side. Well good luck preparing and I look forward to playing it this weekend.

Oh, and I prefer role-playing.

Sir Smashes Alot


Arctaris wrote:
You can qualify at the 5th level.

Forgot your skill can go 3 above your level, woops.


Arctaris wrote:
I did give it low skill points because thats how most other spellcasters are. However, since it doesn't seem that anyone would have an objection to more skill points I'll happily make the modification. I don't think that it would be unbalanced for them to get a caster level increase at 1st, 3rd and 5th levels and the runes known at the 2nd and 4th levels. I made casting the runes a fairly time consuming process so as to make them different from spells. The Runecaster's abilities are more suited to buffing a party before a battle or preparing an ambush than spellslinging. Upping the duration might be a way to make the runes more effective. I'll probably work up a level 1-20 Runecaster within the next week. After you've played a Runecaster please post your experience with it here so that I can know how to improve it.

That's actually pretty good that I can test out a rune caster that you made in a short while. I will be playing a pre-made game (made by two friends) before we actually start the Savage Tides series and that will give me a chance to try one out. I think we will be lvl 12 so if I start rune caster at lvl 8(I believe that is the lowest lvl to start the PrC) I will end up at lvl 4 in it. I was, however, planning to be the cleric so maybe my DM will allow me to knowledge divine instead of arcane. Well, I will tell you how it goes.


I really do like this PrC. The only problem I have with it is, as Onrie posted, if your caught off guard you really are screwed. The money cost is a good idea, and it isn't so much as to make the runes not worth it. Maybe this could-with the right adjustments-even be made into a 20 level class. But until then, this class is exactly what I'm looking for! I wish it would gain spell caster levels at lvl 1,3, and 5 instead of just in total 2 spell caster levels, because without that extra third one you can't gain 9th lvl spells. Maybe that would unbalance the class or maybe it wouldn't, I don't know, but I sure would like it more with the bonus of 9th lvl spells.

I do hope you know that even without the 9th lvl spells this is still very good and right on to what I wanted from a class, thanks for making it Arctaris. I know this is alot to ask, and I mean alot! But is there any way to make this into a full 20 lvl class? Once again no one has to do this if they don't want to. But if you can that would be extremely great. I already know some stuff it might have.

Runes known: as said above and add a couple of new runes like Dmg Reduction and fly or something else of the sort. You learn a new rune every 2 lvls.

Runic Template: At lvl 5 you may use Runic Template. Once per day when a runecaster uses a rune it also gives the subject a template like fiendish or maybe some other template weaker then that.

I don't really know if this class would work, or the rest of it, or even if the runic template is fair. But I'm just hoping it will work as a full class two. If not, I will deffinetly go with the PrC. For the full class though I would like it to be a partial meleeist like a bard, however if he is the runes will have to work differently then using spell levels because obviously if I even do get spell levels then they will be really low and the effects will be much worse. I really do hope this can work as a full class. But the PrC is still great.

Sir Smashes Alot


Doc_Outlands wrote:
Your players use counterspells? Mine seem to forget they can DO that!

Sigh...so true, so true.


Im'n up fer a beer. <Takes a beer from Valegrim> Thank'is.


Dat der isn a sad story...dern sandwiches!


Well, I remember back in elementary school when I was asked what I wanted to be when I grew up...all the common jobs were said by the first kids picked in the class, "Fireman, Policeman, Lawyer, Actor, Music Star!"

And here I am today thinking, what would you want to be if you could be any type of creature-excluding gods/demigods-in DnD? I'll start.

I would be the gnome that tinkered, toyed, and destroyed! I would build little machines to play pranks on all of the other people in the town, I would basically be a no cares in the world gnome who loves to tinker. I guess I would like to be this because it sounds like something fun and I always love a good joke. And gnomes are the bomb...or maybe I'm thinking of the bombs they build...

So, now it's your turn. Just tell what you would want to be, it's personality, and why? Remember, as long as it isn't it a god/demigod you can choose it.

Sir Smashes Alot


Onrie wrote:


Sir Smash Alot... I remember, and for the sake of not typing a rant I'm going to paste exactly what you said because I agree completely

Ever since that day I cannot stand even thinking about those players who do that! I would kick him right then and there if I was DM, rash? Yes. But I don't care for those who kill their group members when the member has done nothing to them! If your players disagree with kicking(I don't see why they would) then talk to and about him with your group and decide to give him a second chance I suppose...still I wouldn't. When it comes to this stuff I'm not one to give second chances much if at all! This guy is coming back to our group because our DM has a shortage on players and we are starting a new campaign, it has been almost a year since he has played under the DMing of my friend and if he tries anything like that again he is out for good, I am also allowing him to come to my DM sessions because our shortage on players...we really need to get some more people to come, but we have some possible people to come. I will allow this guy to stay even when we get enough people because he had been my friend for a good 5 years or so...when it comes to DnD though he is not always easily controllable.

Yep, that sums it up :)
So how did we talk him out of it anyway?

In truth Onrie...I have no idea how we talked him out of it. It sure would have been a waste for a lvl 15 to die because a PC thought it would make him all powerful. You know, just asking, were you ever going to let him become a vampire if he did kill my character? Either way I was lucky to get out of it with a still working Character Sheet-Phew'

Sir Smashes Alot


Lady Lena wrote:
I'm shy and I hate being thought of as a dork.(even though I readily admit that I am)

You gotta love being the dork, nerd, geek, or whatever you call yourself. I think all people should embrace their geeky side.

Anyway back to the actual posting, I like this idea. It makes sense, I mean if you just saw the Wizard casting a fireball in your direction and you see it again, you know what's about to happen, you should get a bonus. However, this is a bit unfair against the average blasting sorcerer...but I suppose even they could mix up their blasty spells. I might actually try that out for a game or two in my campaign...one thing though, who does it hurt more, the PCs or the NPCs/Monsters? It might depend upon your group though, if your mainly composed of casters then this could be a problem. However if they switch up their spells it shouldn't be as bad... even my sorcerer(Blasty one at that) switches his spells up.

Do you think they would get this bonus if something like this happens...

Example:
Turn I: Wizard casts fireball, opponent makes save and lives.
Turn II: Wizard casts lightning bolt, opponent makes save and lives.
Turn III: Wizard casts fireball, opponent gets a +2 bonus?

Basically, would the person retain the +2 bonus to the next fireball if the wizard casts another spell in between it? Because if that is the case then that's good and what'not.

Also, would an undead or some other mindless creature gain a +2 and so on bonus to saves. It can't think, so it can't really know what's coming, or even if it can, it can't fortify its self by reasuring that it can do it, this may or may not apply to reflex or fort though, but giving this bonus to a mindless creature trying to make a will save...I don't think that would make too much sense as far as practical things go. In the end who or what really gets the bonuses should be up to the DM-if they even choose to use this-but what do you guys think should happen? I think undead wouldn't get any of these bonuses, and mindless creatures like oozes would only get it to Fort...maybe reflex-but not will.

So...uh...what does everyone else think?

Sir Smashes Alot


So uh....yeah that's about right...


Arctaris wrote:
If you want I'll work up a PrC for you. What kind of abilities do you want it to have? Obviously a focus on spells with a runic component. It seems like you want it to have a Nordic feel, is that accurate?

Actually that is what I thought would feel like, all Nordic and what'not. But you don't need to go making up a PrC unless you really want to. If I did create one or you created one it would probably have somethings about traps with runes, being able to give weapons certain bonuses for a short while...not to mention runes with some good battle control.

Of course my DM would have to approve but since he just posted above (Onrie) I guess he will already know. Maybe instead of making a whole new PrC or using some current ones, we could perhaps change the rune caster class from 2nd Edition to 3.5? I don't know how difficult that would be because I never gamed during 2nd Edition, but it probably can't be too hard. Either way, I'm really hoping this entire rune caster class can work out in some way or another. We'll just have to see where the post goes.

P.S.: That prestige class would be really great but I don't really want to have to make it, if you want to make it, that'd be great! But you don't need to spend your time on it unless you feel like it. I hate forcing people to do stuff that they don't need to...

Sir Smashes Alot


I might be watching Spider Man 3 in a week or two, but I'm really waiting for Shrek 3...of course then there is the pirates...

Sir Smashes Alot


I guess I'm going to have to check out the Races of Stone. Thanks everyone for the information so far. Just wondering, before I go looking at it, is it limited to a certain race and does it seem under powered in your opinions? Thanks again for the info everyone.

Your friend,
Sir Smashes Alot


I was in a group with a person similar to this, but he decided not to kill me...this is how it went:

We were in the middle of fighting a very powerful vampire with some amulet of protection from spells, you know those amulets that can suck up so many levels of spells, anyway I was stunned from one of his spells and my group member really wanted to become vampire and thought that killing me would let the vampire bite him and what'not...I barely managed to convince him not to kill me.

Ever since that day I cannot stand even thinking about those players who do that! I would kick him right then and there if I was DM, rash? Yes. But I don't care for those who kill their group members when the member has done nothing to them! If your players disagree with kicking(I don't see why they would) then talk to and about him with your group and decide to give him a second chance I suppose...still I wouldn't. When it comes to this stuff I'm not one to give second chances much if at all! This guy is coming back to our group because our DM has a shortage on players and we are starting a new campaign, it has been almost a year since he has played under the DMing of my friend and if he tries anything like that again he is out for good, I am also allowing him to come to my DM sessions because our shortage on players...we really need to get some more people to come, but we have some possible people to come. I will allow this guy to stay even when we get enough people because he had been my friend for a good 5 years or so...when it comes to DnD though he is not always easily controllable.

Sorry for the rant...

Your friend,
Sir Smashes Alot


Fizzban wrote:

I haven't tried this, but the first thing that poped into my mind was a drow wizard from War of the Spider Queen named Pharaun Mizzrym. He used alot of wall spells, bigby's spells, web, viscid glob, evard's black tentacles, alot and I mean alot of illusion spells, and a few save or dies ie. phantasmal killer, weird, wail of the banshee. I would go for illusion for battle filled control, but don't be hesitant to drop a fireball or cone of cold. Oh and I would go with a human or gnome well I'd suggest gnome. I'd never play one.

Fizz

I thought the exact same thing because I recently finished the series and what'not. Either way, as a Wizard your choice-as said before-is almost definitely the best choice for you. When it comes to Blasters go with a sorcerer, that's my sorcerers spells, but even with a blaster versatile spells such as ghost form and Evards Black Tentacles will always help. Being a Wizard that uses battle control get some illusionists spells such as solipism from the Spell compendium, and try using a few conjuration spells like summon monster. Also Grease and web are great spells to get. Don't count all direct damage spells out though, always have a fireball stored or when you get sixth level spells try out the ever popular Delayed Fireball Blast, because if your a little on the cruel side use a hold monster/hold person and drop a Delayed Fireball Blast in their eye lid(once you get it, try this with Time Stop)... Well, just go the way your going and you should be absolutely fine as a wizard!

Your friend,
Sir Smashes Alot


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I was curious if there was a class or prestige that went by the name of Rune Caster or something that specialized in runes? I am reading a really great book series "The Twilight Giants" by: Troy Denning. In the book there is a Verbeeg(giant-kin) named Basil who is a rune caster. I really like the rune like spells and traps, especially how he makes rune arrows that explode when a command word is said.

So if anyone would know of a sort of caster like this or has some suggestions of how to make a rune based caster I would be really grateful because my friends and I are starting "The Savage Tides" campaign in a short while-about two weeks-and I either play a Wu Jen or whatever a rune caster is if I can find one. I trust that all of the posters here have some good suggestions, I'll check back later.

Your friend,
Sir Smashes Alot


That seems pretty overpowered IMO, but maybe you could put time between each attempt on it. Perhaps like a dragons breath weapon you could tell the PC to roll a 1d4 or some other die-add 1 and that's how many rounds until he can use it again. If you find that is still overpowered, try decreasing it to 8d6. If you let him use it and then wait 1d4+1 rounds until he does it again, it would not only balance it a little more but it would prove the point of the description of the attack actually draining the users power. Perhaps that will balance the ability, oh and what are the requirements to use the feat? Just curious.

Your friend,
Sir Smashes Alot


My friend and I will be starting The Savage Tides Adventure Path under the DMing of a good friend, and I am making a Wu Jen, whilst my friend is to become a swashbuckler. I need to know if there is enough water to make me completely useless in a lot of the adventures because I plan to become an Earth based Wu Jen. So, about how much of this game adventure path takes place in or around water? Nothing about the storyline though, I'm just afraid all I will get out of becoming an Earth Wu Jen is some cool role playing possibilities. Oh, and Earth is my favorite element.

If it isn't too much to ask for, could you post your thought on the Wu Jen and if it is a valid looking class with good spells?

Your friend,
Sir Smashes Alot


First, I would like to say that that Campaign sounds very cool and original. Well, as for the sword, the Paladin sword(as Fatespinner suggested) would be a good idea and could even out the equipment problem. Obviously it should do some extra damage versus evil, or maybe it could even have the Paladins soul in it(The evil lord thought that would be a good torture), so it's a sentient object...he could tell them about what had happened if they ask him, and he could say that he would not fight with them unless they used him to vanquish the evil son perhaps? Well, I hope that helped. Also, the natural instead of Divine power to revive with the altar (as Fatespinner suggested) would make sense with that little loophole.

Your friend,
Sir Smashes Alot


So, under estimated spells aye?

Unseen Servant

A great first level spell, not to mention it still rocks at high levels as a good trap-soaker, and can help you scout, and if I'm not incorrect it allows you to even pick up some light objects... Yep, it's a spell to be under estimated with a look through, but it's usefulness is most impressive.

Your friend,
Sir Smashes Alot


Against humans and other normal PC races, Brilliant is at it's fullest potential because these races don't have natural armor, and thus forth must use real armor. But even then, a +3 seems more appropriate. It looses much of it's affect when fighting certain creatures...so I'd actually change it to +3 cost, home rule and what'not. Your statement has enough valid points that I would agree. Obviously for it's cost it is intended for higher level characters but at some high levels it actually is much weaker, because natural armor and the other armor bonuses kick in(and when fighting undead it really wouldn't help in almost any way). So, no, your not going crazy, your correct IMO.

Your Friend,
Sir Smashes Alot


I'm pretty excited to see what Pathfinder has to offer, and although I can't sign up yet (money) I am really thrilled by this new magazine. Well, goodbye Dragon and Dungeon, your good information has given me more then a few adventure ideas, and your adventures themselves have always helped me.

Well, that is about it...one more thing. If anyone can even have a sliver of hope of getting us back up from this tragedy, it is Paizo!!! Go Paizo, keep us in good spirits with your new magazine, you can do it!

Best Wishes,
Sir Smashes Alot


I'm playing a good old fashion, low level game this Saturday. Actually, to be more specific it's actually the adventure "Shut-In" from Dungeon issue #128. Thanks to a friend on the boards for lending me the magazine, it fits almost perfectly in my current campaign. I am actually changing it around a little to fit the campaign just a little better, but all in all it's a great looking adventure. Again, thanks to the lender of this magazine. I hope I can manage to freak the players out just a little with it, that is why I have chose to play it at night. Wish me good luck!

Your friendly poster,
Sir Smashes Alot


I didn't know that either. Oh well, it will help me in the future also with my caster.


AWED wrote:
JUst make sure if you have spell caster they should check all the spells they have so they know what they are casting and if it will be helpful in the campagin.

More to add onto that, ask the spell casters to put down on an index card all of their spell levels they can cast and how many times they can cast it a day, when they cast it just put a check or tally mark there and when it reaches their limit it's over for that spell level today, it works for our group. Also, if you can, memorize most of the players AC and your attack bonus, it isn't needed but knowing your players attack bonuses can both prevent cheating and can speed combat up a slight bit. I would still let your group chat a small bit on possible options so battle can be done easier, but it can sometimes add a little time during the combat. If the group is clear on what they basically do during combat that is great, and if not help them out with rules (I'm sure you already do that) and also try to keep any momentum you have, like if your group is flying through rounds, don't let it stop.

Still, sometimes it takes a little measure to know when you are pushing your group through rounds and when your just asking them to hurry, my group doesn't like to be rushed, so I don't tell them to hurry often at all. Well, I hope that helped, just to add on a bit, I hate when battle takes forever also. I just played a game at a convention today, and a battle took almost an hour...oh well. Sometimes I guess it just can't be helped, you know?(I'm sure you do know)


Let loose the inner love...


I'll be working with a bard and a barbarian so I think I can be more than just another melee class. The shadow inquisitor looks like an excellent choice but the rogue multi-classing isn't much to my liking. Basing myself around a mount sounds pretty good, and I've never tried it before. So Cavalier(Complete Warrior) looks pretty nice, combined with Wild Plains Outrider(Complete Adventurer) seems like a deadly duo. If I was to become a mounted fighter, from anyones personal experience, is ranged or is melee better? That Quintuple damage with the lance is very appealing.... Thanks for the suggestions so far everyone, keep em' coming!

Oh and does anyone know what the rules for multi-classing and Prestige classes are in Greyhawk? I do hope they aren't too bad, our group at home doesn't care too much for the rules about multi-classing, we just have a limit on the number of classes/prestige's you can be. Anyway, that would be great to know, thanks again.


No suggestions for my paladin?


Heathansson wrote:
I feel as useless as a 2-legged xorn.

Speaking of xorns....

A xorn king that is made immortal by a spell, and loves to tell about his life story-so far-but has trouble talking quickly. It takes him 3 seconds to say I....


I am going for my first time to a Living Greyhawk session with my friend, and I need help with what class I can be. I at first intended to be a spell thief, but my friend said out of the four classes that are restricted that is one them, bummer.... So, living in SC I am supposed to be in the Grand March, all lawful good and what'not. So, why not be a paladin right? I have never been one before and it would seem almost too perfect in the campaign, and being a pally will be a great opportunity to role play. So, after a few levels I would like to prestige class into something, maybe a knight protector(complete warrior), or bloodhound(complete adventurer). But I would like to know what you guys/gals think would be a nice class that I could try out. Personal favorites are, and I would like to keep it from complete spell caster because my home campaign main character is a sorcerer. Any and all suggestions are appreciated, I'll check back later. Prestige classes that work with paladins work just as well as complete other classes. I have access to Complete: Adventurer, Warrior, Mage, Arcane' and the three core books Thanks everyone.

Your friend,
Sir Smashes Alot.


Wow...that's probably one of the most idiotic things I have ever heard. I don't even think this is a problem in any way, the people I know that play Dungeons and Dragons are a lot more thoughtful and are just as popular as other people I know in my High School...Dungeons and Dragons can actually improve your ability to think, why take it as a negative to parenting. Maybe they might think that you would neglect your children, but I doubt that because my best friend has parents who play Dungeons and Dragons yet they neglect him in no way, infact they are very polite, nice, respectful, and helpful. I believe Dungeons and Dragons is actually a positive and should help the process of adopting...

I wish the best of luck to you!

Sir Smashes Alot...bewildered by this problem